Encounter 0.9.1

The silence in the last two weeks did not mean the project was abandoned. On the contrary, numerous bugs have been fixed, some interactions have been added pretty much all over the place, and the French version is almost complete. Obviously you are reading the English version of the text, so you don't really care about the French version, but since the plan is to launch with both languages simultaneously, it was quite important that the French version got some love as well. So anyway, the game is on track for the launch on the 20th, so far so good! Here is the complete patch notes for version 0.9.1 [list] [*] French localization is now almost complete, for both the texts and images ("digicode message", "recipes", "tombstone" and saved" image at the end), kerning and comic bubbles placements have been adapted to the different lengths [*] Added quite a few item descriptions and interactions. [*] Fixed a bunch of things that can be opened and closed so the game reports they are already open or closed instead of just doing a weird refresh of the screen. [*] Fixed an audio glitch when trying to play musics with music disabled caused by the channel mixer being modified anyway. [*] Fixed some typos, improved the display of error messages so they are on purple background with the large font instead of the small red text. [*] Fixed the pipe character in the font to be a ô in French because I use the word "Plutôt" somewhere and it was showing as a vertical arrow. [*] Fixed the set item location command to make sure it drops the contained item if a non empty container is dropped (or thrown). [*] If the dove fly away, the chirping sound stops in the wooded avenue [*] Inspecting the acid shows the description image again [*] Inspecting the alarm panel now informs there is a hole for a key [*] Inspecting the black tape now suggests it's possible to remove it [*] Inspecting the bomb now shows some comment instead of "nothing special" [*] Inspecting the book shows the usual message and then goes on reading it. (and same thing with the recipes). [*] Inspecting the girl now tells the player that she is unharmed and quite relieved. [*] Inspecting the note now makes you read it instead of saying "nothing special". [*] Inspecting the window up stairs is now possible. [*] It should not be possible anymore to use the hose if it's already in use, instead an error message is displayed saying it's already installed. [*] It's now possible to just press enter if we don't have a valid container, before you would get stuck there until you entered something invalid. [*] Looking at the front entrance now suggest to look for a back entrance. [*] Made sure that using the wrong container shows a message telling the user they should use something more adapted. [*] Modified the gun powder so it can be transported in any adequate (for powder) container. [*] Modified the pit message to make it clear that without a rope or ladder you are not going to be able to go up again. [*] Modified the script to code to ensure that we can't create a bomb in a plastic bag or cardboard box. [*] Moved the "hose" from the zen garden to the fish pond [*] Moved the "fishing net" to the tennis court instead of the fishing pond and renamed it to just a "net" [*] Opening and closing the parts of the car will now properly report that they are already opened or closed. [*] Removed the complicated pause logic with double achievement, simpler, and more memory available, the second achievement is now hooked to closing the fridge [*] Removed the Microdisc/Jasmin achievements and instead hooked them to the invoice and tombstone. [*] Replaced the "Don't be ridiculous" by "That will not work" [*] Updated the scores to include information about if a score was pre-made or made by an actual player. [*] Using the matches with petrol or gunpowder around will result in an explosion: Kid: Don't play with matches! [*] When building the fuse the petrol and the roll now vanish forever, that was just confusing. [/list]